Added configurable selectionbox width. Min width = 1, Max = 5
[oweals/minetest.git] / src / mapblock_mesh.cpp
index 080131a6f4ee20dd1edf5118eb249c57d8034b9e..d75d3e1484971984d74024d427c6610cfdae647a 100644 (file)
@@ -32,14 +32,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "util/directiontables.h"
 
-void applyContrast(video::SColor& color, float Factor)
+static void applyFacesShading(video::SColor& color, float factor)
 {
-       float r = color.getRed();
-       float g = color.getGreen();
-       float b = color.getBlue();
-       color.setRed(irr::core::clamp((int)sqrt(r * r * Factor), 0, 255));
-       color.setGreen(irr::core::clamp((int)sqrt(g * g * Factor), 0, 255));
-       color.setBlue(irr::core::clamp((int)sqrt(b * b * Factor), 0, 255));
+       color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
+       color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
 }
 
 /*
@@ -50,6 +46,7 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
        m_vmanip(),
        m_blockpos(-1337,-1337,-1337),
        m_crack_pos_relative(-1337, -1337, -1337),
+       m_highlighted_pos_relative(-1337, -1337, -1337),
        m_smooth_lighting(false),
        m_gamedef(gamedef)
 {}
@@ -136,6 +133,12 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
                m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
+void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
+{
+       m_show_hud = show_hud;
+       m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
 {
        m_smooth_lighting = smooth_lighting;
@@ -197,10 +200,7 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
        // Boost light level for light sources
        u8 light_source = MYMAX(ndef->get(n).light_source,
                        ndef->get(n2).light_source);
-       //if(light_source >= light)
-               //return decode_light(undiminish_light(light_source));
        if(light_source > light)
-               //return decode_light(light_source);
                light = light_source;
 
        return decode_light(light);
@@ -276,16 +276,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
 
        if(ambient_occlusion > 4)
        {
-               //ambient_occlusion -= 4;
-               //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-               float light_amount = (8 - ambient_occlusion) / 4.0;
-               float light_f = (float)light / 255.0;
-               light_f = pow(light_f, 2.2f); // gamma -> linear space
-               light_f = light_f * light_amount;
-               light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
-               if(light_f > 1.0)
-                       light_f = 1.0;
-               light = 255.0 * light_f + 0.5;
+               //calculate table index for gamma space multiplier
+               ambient_occlusion -= 5;
+               //table of precalculated gamma space multiply factors
+               //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
+               const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
+               light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
        }
 
        return light;
@@ -662,10 +658,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
        TileSpec spec = ndef->get(mn).tiles[tileindex];
        // Apply temporary crack
-       if(p == data->m_crack_pos_relative)
-       {
+       if (p == data->m_crack_pos_relative)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
-       }
        return spec;
 }
 
@@ -918,21 +912,18 @@ static void updateFastFaceRow(
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
+                               v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
                                if(continuous_tiles_count != 1)
                                        sp += translate_dir_f;
                                v3f scale(1,1,1);
 
-                               if(translate_dir.X != 0)
-                               {
+                               if(translate_dir.X != 0) {
                                        scale.X = continuous_tiles_count;
                                }
-                               if(translate_dir.Y != 0)
-                               {
+                               if(translate_dir.Y != 0) {
                                        scale.Y = continuous_tiles_count;
                                }
-                               if(translate_dir.Z != 0)
-                               {
+                               if(translate_dir.Z != 0) {
                                        scale.Z = continuous_tiles_count;
                                }
 
@@ -941,7 +932,7 @@ static void updateFastFaceRow(
                                                dest);
 
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-                               for(int i=1; i<continuous_tiles_count; i++){
+                               for(int i = 1; i < continuous_tiles_count; i++){
                                        g_profiler->avg("Meshgen: faces drawn by tiling", 1);
                                }
                        }
@@ -969,8 +960,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every y,z and get top(y+) faces in rows of x+
        */
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
+               for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir
@@ -984,8 +975,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every x,y and get right(x+) faces in rows of z+
        */
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(x,y,0),
                                        v3s16(0,0,1), //dir
@@ -999,8 +990,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every y,z and get back(z+) faces in rows of x+
        */
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir
@@ -1022,9 +1013,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
        m_crack_materials(),
+       m_highlighted_materials(),
        m_last_daynight_ratio((u32) -1),
        m_daynight_diffs()
 {
+       m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
        //TimeTaker timer1("MapBlockMesh()");
@@ -1091,6 +1086,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
        mapblock_mesh_generate_special(data, collector);
 
+       m_highlight_mesh_color = data->m_highlight_mesh_color; 
 
        /*
                Convert MeshCollector to SMesh
@@ -1098,16 +1094,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        ITextureSource *tsrc = m_gamedef->tsrc();
        IShaderSource *shdrsrc = m_gamedef->getShaderSource();
 
-       bool enable_shaders     = g_settings->getBool("enable_shaders");
-       bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
-       bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
-
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
                PreMeshBuffer &p = collector.prebuffers[i];
-               /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                               <<", p.indices.size()="<<p.indices.size()
-                               <<std::endl;*/
 
                // Generate animation data
                // - Cracks
@@ -1141,40 +1130,38 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                m_animation_frame_offsets[i] = 0;
                        }
                        // Replace tile texture with the first animation frame
-                       std::ostringstream os(std::ios::binary);
-                       os<<tsrc->getTextureName(p.tile.texture_id);
-                       os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
-                       p.tile.texture = tsrc->getTexture(
-                                       os.str(),
-                                       &p.tile.texture_id);
+                       FrameSpec animation_frame = p.tile.frames.find(0)->second;
+                       p.tile.texture = animation_frame.texture;
                }
 
+               if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
+                       m_highlighted_materials.push_back(i);   
+
                for(u32 j = 0; j < p.vertices.size(); j++)
                {
+                       // Note applyFacesShading second parameter is precalculated sqrt
+                       // value for speed improvement
+                       // Skip it for lightsources and top faces.
                        video::SColor &vc = p.vertices[j].Color;
-                       if(p.vertices[j].Normal.Y > 0.5) {
-                               applyContrast (vc, 1.2);
-                       } else if (p.vertices[j].Normal.Y < -0.5) {
-                               applyContrast (vc, 0.3);
-                       } else if (p.vertices[j].Normal.X > 0.5) {
-                               applyContrast (vc, 0.5);
-                       } else if (p.vertices[j].Normal.X < -0.5) {
-                               applyContrast (vc, 0.5);
-                       } else if (p.vertices[j].Normal.Z > 0.5) {
-                               applyContrast (vc, 0.8);                        
-                       } else if (p.vertices[j].Normal.Z < -0.5) {
-                               applyContrast (vc, 0.8);        
-                       }
-                       if(!enable_shaders)
-                       {
-                               // - Classic lighting (shaders handle this by themselves)               
-                               // Set initial real color and store for later updates
-                               u8 day = vc.getRed();
-                               u8 night = vc.getGreen();
-                               finalColorBlend(vc, day, night, 1000);
-                               if(day != night)
-                                       m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       if (!vc.getBlue()) {
+                               if (p.vertices[j].Normal.Y < -0.5) {
+                                       applyFacesShading (vc, 0.447213);
+                               } else if (p.vertices[j].Normal.X > 0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.X < -0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.Z > 0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               } else if (p.vertices[j].Normal.Z < -0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               }
                        }
+                       // - Classic lighting
+                       // Set initial real color and store for later updates
+                       u8 day = vc.getRed();
+                       u8 night = vc.getGreen();
+                       finalColorBlend(vc, day, night, 1000);
+                       m_daynight_diffs[i][j] = std::make_pair(day, night);
                }
 
                // Create material
@@ -1183,42 +1170,26 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-               //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
                material.setTexture(0, p.tile.texture);
 
-               if (enable_shaders) {
-                       material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
-                       p.tile.applyMaterialOptionsWithShaders(material);
-                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
-                       if (enable_bumpmapping || enable_parallax_occlusion) {
-                               if (tsrc->isKnownSourceImage("override_normal.png")){
-                                       material.setTexture(1, tsrc->getTexture("override_normal.png"));
+               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
+                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
+               } else {
+                       if (m_enable_shaders) {
+                               material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                               p.tile.applyMaterialOptionsWithShaders(material);
+                               if (p.tile.normal_texture) {
+                                       material.setTexture(1, p.tile.normal_texture);
                                        material.setTexture(2, tsrc->getTexture("enable_img.png"));
                                } else {
-                                       std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
-                                       std::string normal_ext = "_normal.png";
-                                       size_t pos = fname_base.find(".");
-                                       std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
-
-                                       if (tsrc->isKnownSourceImage(fname_normal)) {
-                                               // look for image extension and replace it
-                                               size_t i = 0;
-                                               while ((i = fname_base.find(".", i)) != std::string::npos) {
-                                                       fname_base.replace(i, 4, normal_ext);
-                                                       i += normal_ext.length();
-                                               }
-                                               material.setTexture(1, tsrc->getTexture(fname_base));
-                                               material.setTexture(2, tsrc->getTexture("enable_img.png"));
-                                       }
+                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
+                       } else {
+                               p.tile.applyMaterialOptions(material);
                        }
-               } else {
-                       p.tile.applyMaterialOptions(material);
                }
-               // Create meshbuffer
 
+               // Create meshbuffer
                // This is a "Standard MeshBuffer",
                // it's a typedeffed CMeshBuffer<video::S3DVertex>
                scene::SMeshBuffer *buf = new scene::SMeshBuffer();
@@ -1266,7 +1237,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty();
+               !m_animation_tiles.empty() ||
+               !m_highlighted_materials.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
@@ -1277,9 +1249,6 @@ MapBlockMesh::~MapBlockMesh()
 
 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
 {
-       bool enable_shaders = g_settings->getBool("enable_shaders");
-       bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
-       bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
 
        if(!m_has_animation)
        {
@@ -1342,35 +1311,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
                ITextureSource *tsrc = m_gamedef->getTextureSource();
-               IShaderSource *shdrsrc = m_gamedef->getShaderSource();
-
-               // Create new texture name from original
-               std::ostringstream os(std::ios::binary);
-               os<<tsrc->getTextureName(tile.texture_id);
-               os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
-               // Set the texture
-               buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
-               if (enable_shaders){
-                       buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
-                       buf->getMaterial().MaterialType = shdrsrc->getShaderInfo(tile.shader_id).material;
-                       if (enable_bumpmapping || enable_parallax_occlusion){
-                               if (tsrc->isKnownSourceImage("override_normal.png")){
-                                       buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
-                                       buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
-                               } else {
-                                       std::string fname_base,fname_normal;
-                                       fname_base = tsrc->getTextureName(tile.texture_id);
-                                       unsigned pos;
-                                       pos = fname_base.find(".");
-                                       fname_normal = fname_base.substr (0, pos);
-                                       fname_normal += "_normal.png";
-                                       if (tsrc->isKnownSourceImage(fname_normal)){
-                                               os.str("");
-                                               os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
-                                               buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
-                                               buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
-                                       }
-                               }
+
+               FrameSpec animation_frame = tile.frames.find(frame)->second;
+               buf->getMaterial().setTexture(0, animation_frame.texture);
+               if (m_enable_shaders) {
+                       if (animation_frame.normal_texture) {
+                               buf->getMaterial().setTexture(1, animation_frame.normal_texture);
+                               buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+                       } else {
+                               buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
                        }
                }
        }
@@ -1398,6 +1347,30 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                m_last_daynight_ratio = daynight_ratio;
        }
 
+       // Node highlighting
+       if (m_enable_highlighting) {
+               u8 day = m_highlight_mesh_color.getRed();
+               u8 night = m_highlight_mesh_color.getGreen();   
+               video::SColor hc;
+               finalColorBlend(hc, day, night, daynight_ratio);
+               float sin_r = 0.07 * sin(1.5 * time);
+               float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
+               float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
+               hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
+               hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
+               hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
+
+               for(std::list<u32>::iterator
+                       i = m_highlighted_materials.begin();
+                       i != m_highlighted_materials.end(); i++)
+               {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
+                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
+                               vertices[j].Color = hc;
+               }
+       }
+
        return true;
 }